GRaSSeS
(By Mossmanikin, in collaboration with Neuromancer. Junglegrass by VanessaE.)Dependencies: farming (minetest), plants_lib
Supports: flint, stoneage, sumpf
Reedmace will grow near water. Although the plant appears in different shapes, you'll get the same drop from each. You can plant it (the sapling) and new reedmace will grow (doesn't have to be next to water).
Small juncus grows near water and at dunes/beaches (two different looks).
Tall grass is a lot more common. It is partially dry (if you don't like the look, you can simply delete the textures).
You can cut tall grass or jungle grass with a sickle, it will become cut grass (placeable) and lie on the ground. You can also cut some grass from dirt with grass. If you wait a while it will become hay (placeable).
Out of hay you can make reed for roofs.
Out of papyrus or reedmace you can craft wet reed.
You can change some things in settings.txt:
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Code: Select all
-- Here you can enable/disable the different plants
REEDMACE_GENERATES = true
SMALL_JUNCUS_GENERATES = true
EXTRA_TALL_GRASS_GENERATES = true
-- Amount of Reedmace near water or swamp
REEDMACE_NEAR_WATER_PER_MAPBLOCK = 35 -- plants per 80x80x80 nodes (absolute maximum number)
REEDMACE_NEAR_WATER_RARITY = 40 -- percent
-- Amount of Reedmace in water
REEDMACE_IN_WATER_PER_MAPBLOCK = 35 -- plants per 80x80x80 nodes (absolute maximum number)
REEDMACE_IN_WATER_RARITY = 65 -- percent
-- Amount of Reedmace for oases, tropical beaches and tropical swamps
REEDMACE_FOR_OASES_PER_MAPBLOCK = 35 -- plants per 80x80x80 nodes (absolute maximum number)
REEDMACE_FOR_OASES_RARITY = 90 -- percent
-- growing of reedmace sapling
REEDMACE_GROWING_TIME = 50 -- seconds
REEDMACE_GROWING_CHANCE = 5 -- percent
-- Amount of small Juncus near water or swamp
JUNCUS_NEAR_WATER_PER_MAPBLOCK = 70 -- plants per 80x80x80 nodes (absolute maximum number)
JUNCUS_NEAR_WATER_RARITY = 75 -- percent
-- Amount of small Juncus at dunes/beach
JUNCUS_AT_BEACH_PER_MAPBLOCK = 70 -- plants per 80x80x80 nodes (absolute maximum number)
JUNCUS_AT_BEACH_RARITY = 75 -- percent
-- Tall Grass on dirt with grass
TALL_GRASS_PER_MAPBLOCK = 4800 -- plants per 80x80x80 nodes (absolute maximum number)
TALL_GRASS_RARITY = 67 -- percent
-- short grass becomes dirt with grass again
GRASS_REGROWING_TIME = 2 -- seconds
GRASS_REGROWING_CHANCE = 0.5 -- percent
HAY_DRYING_TIME = 200 -- seconds
REED_WILL_DRY = false -- wet reed nodes will become dry reed nodes
REED_DRYING_TIME = 200 -- seconds
AUTO_ROOF_CORNER = true
-- support for higher resolutions textures
TEXTURE_RESOLUTION = 16
If you set REED_WILL_DRY to true wet reed (when placed) will become (dry) reed over time.
When AUTO_ROOF_CORNER is set to true, roof blocks will change shape under certain circumstances (just test it).
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Credit
ConceptMossmanikin
Neuromancer
Code
Mossmanikin
VanessaE (Plantlife)
Textures
Mossmanikin
Neuromancer (dryplants_juncus_*.png, dryplants_reedmace*.png, default_grass_5.png & default_papyrus.png)
VanessaE (default_grass_*.png)
Review
Evergreen
Ikishida
Inocudom
Jordach
Neuromancer
Thermal_Shock
VanessaE
Yingaya
Other Inspiration
Casimir (sickle)
MasterGollum (DarkAge)
Mito551 (Dwarves)
Sokomine (cottages)
Last, but not least
all whom I forgot to mention, who made Minetest, modding and this mod possible and those whom inspired me
Note: just because I give credit, doesn't mean people actively worked on this mod or intended to do so. It just means their work or feedback helped to get the mod where it is now.
Download (direct)
latest:https://github.com/Mossmanikin/dryplant ... master.zip
older versions:
dryplants-0.1.5.zip
dryplants-0.1.4.zip
dryplants-0.1.3-test.zip
dryplants-0.1.2-test.zip
dryplants-0.1.1.zip
(for "prehistoric" stuff see dryplants of prehistoric-0.1.7 or earlier)
Browse code/files: https://github.com/Mossmanikin/dryplants
License
dryplants_junglegrass_medium.png, dryplants_junglegrass_short.png & dryplants_junglegrass_shortest.png: CC BY-SA 3.0
Ev'ryt'ing else: WTFPL